OldDawg Presents: GazF Mystara
continuing the gazetteer and module tradition beyond the Known World

Overview
The Regions of Mystara
Notes About the GazF Continuity
Products
Other Links and Notes

Overview
GazF Mystara is an ambitious undertaking that began back at the start of 2006. In brief, GazF Mystara is a self-contained fan product continuity describing areas of the Classic D&D game world later known as Mystara. Every item released for the continuity (identifiable by the F imprint in the product code) draws from a common interpretation of the Mystara that is generally in line with officially released products, but not always. Variances are noted below as they arise, but the most important distinguishing features of GazF is that the focus is squarely on mortals and, in particular, the PCs, and that it has a sensibility that sometimes resonates more with the original BECMI presentation of the world than with later versions. Particularly in the case of the latter, published modules should be playable in the present era except in the most knotty circumstances (see below). When possible, GazF also endeavors to incorporate pre-existing fan-contributions housed at the Vaults of Pandius, although they may be reworked to fit within the GazF framework.

The Regions of Mystara
The gazetteers and modules of the GazF product line are grouped together in cycles or series not only for geographic relatedness but also for a shared thematic structure. Suggested adventure paths may share a common metaplot, or a particular rules emphasis could be explored in different contexts. The existing and currently planned series are:

The Idrisian Sphere
The Idrisian Sphere concerns the affairs of five large territories, nations, and alliances that exist due north of the Known World. The distances between them are great, and communication is rare or non-existent, yet these regions have all been affected by the Dark Lady Idris. Active knowledge and records of her mortal deeds have long since disappeared, but their legacy remains to the present and can be felt in temple halls and upon trampled fields.

Today the Temple of Idris and other powerful factions hold sway over a Denagothian society that stands beside the ruins of a once good empire. Their agents infilitrate Wendar and spark conflict among the tribes of the Northern Wildlands. Meanwhile Ghyr and its allies quest to root out the Idrisian social influence, while the Western Alliance increasingly ignores the conflict in favor of its more immediate squabbles.

And as each region handles its own problems and affairs, an anonymous figure seeks to retrace the path that Idris once walked.

What kind of being are you? Thematically, the Idrisian Sphere provides a test of the characters’ morality, fidelity, and character in a variety of ways. Wendar relies up the bonds of fellowship to hold itself together and defend against the forces of Denagoth. The Denagothian Plateau and its various realms present an erosive risk to dignity and civilization, while the Northern Wildlands feeds upon pride and rage. Knightly virtue flowers in Ghyr and its allied kingdoms, even as heroes face the hidden temptations within their hearts, and to the west, the Seven Deadly Sins play out in the Western Alliance by both mirthful and somber means.

The Ties that Bind: In addition to the thematic commonality, the Idrisian Sphere offers over 200 adventure hooks for every level of play that can connect to a central regional plot in which an unspoken mortal, the Dark Lady Botha, seeks to follow the path to Immortality of her patron, the vile Idris. Among the personalities presented, the adventurer Renia offers a secondary story thread as she searches the north for clues to her past that could give her a rival claim to the throne of Thyatis. Finally, most of the major magic items of the region are actually constructed from the Prismatic Stones found within the Icereach Mountains.